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  • Also if someone is up to it can you take a look at these statistics from the first five turns and give me your input on what is going on?
    I made some assumptions that later might have been proved wrong. Now i need someone to look at this from a fresh angle.

    (If it's unclear it's our opponents income each turn in Commerce, Hammers and Food.)
    Code:
    T# Year   Gold/GNP               Prod/Mfg.Goods     Food/Crop Yield
     1 4000   ?,?,?,0,0,0            ?,?,?,0,0,0        ?,?,?,0,0,0
     2 3960   10,10,9,0,0,0          2,2,1,0,0,0        5,5,4,0,0,0
     3 3920   12,11,10,10,10,0       2,2,2,1,1,0        5,5,5,5,4,0
     4 3880   12,12/11,10,10,10,10   2,2,2,2,1,1        5,5,5,5,5,4
     5 3840   12,12/11,10,10,10,10   2,2,2,2,1,1        5,5,5,5,5,4
    Proud member of the PNY Brigade
    Also a proud member of the The Glory Of War team on PtW-DG

    A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

    Comment


    • Updated Analysis

      What follows is a list of how i have made the conclusions and other speculations.
      First off i counted any differences in average population from nye's stats. By multipling the difference with 6 (the number of opponents) you get the total shift in population that turn. The population levels make it even easier to tell whats going on.
      A size 1 city has 1000 population.
      A size 2 city has 5000 population.
      A size 3 city has 21000 population.
      A size 4 city has 48000 population.
      So if you calculate there is a shift of 4000 population a turn you can see that someone just grew to size 2 for an example. (5000-1000)
      After doing this for all turns I got the following results:
      Growth to size 2: 8,10,11,11,22,23
      Growth to size 3: 17, 19, 26, 27
      Growth to size 4: 27
      We can easily see that Vox has the only size 4 city (as we had a unit next to it) on turn 27.
      Further nye found these changes in score when he added population in a sim.
      pop1 = 6(or 5?) score
      pop2 = +6score
      pop3 = +6score
      pop4 = +6score
      pop5 = +7score
      and then +6 for each pop until size ten where it increases with 7 again.
      (This variety may come from decimals, i have found suggestions, but not prof of this and that these work together with decimals from techs. So any 2 pop or 1 ancient tech add 6-7 score)

      Starting with the easiest ones we see that there were two civilizations that increased in population in turn 11. And while Banana and Horde were the only ones that increased in score (both by 6) we can assume these were the two civs that grew that turn.
      Moving to the growths to size 3 for a bit now. On turn 17 a civ grew its city to size three. From top5 cities screen we can tell that this city was founded 4000 which only leaves Vox, Banana and Mercs. Vox were also the only one to increase in score this turn (by 13)
      6 of those must've came from the population growth and the remaining 7 must've come from them founding Hinduism.
      From nye's experiment we know that the ancient techs add to score: 6,7,6,7,7,6,6,7,6,7,7,6,7,7,6,7
      We also know that Vox must've researched mysticism first, so it makes sence they got 7pts from the tech and also they must've grown to size two earlier aswell.
      The only possibility for their growth to size 2 is turn 8, when there both was a matching shift in avg.population and a Voxian score increase. That leaves their research of mysticism to the turn before that, turn 7.
      We can also tell that Horde were the one that grew on turn 19. (from top5 cities, they were the only ones that settled in 3920BC) there is also a match in score increase. From top5 cities list we can also tell that it was AC and Sara that grew in turn 26 & 27.
      As Sara were the only of the two that increased in score on turn 27 we understand it was them that grew this turn. (And AC on turn 26).
      Remaining to be explained is who grew to size 2 in: 10, 22 & 23. The possible candidates left are: Mercs, AC and Sara.
      In turn 23 Mercs is the only of the three that increase in score, that also the only turn Mercs grow in score and match a population growth. Who of Sara and AC that grew in 10 and 22 will we return to later, both increased in score on those turns and AC increased with 7 both times which may indicate that irregular score increases from population and techs may derive from decimals that we do not see.

      Code:
      T# Year    Analysis on population
       1 4000  Mercs, Vox & Banana settles 
       2 3960  We, AC & Sara settles           
       3 3920  Horde Settles
       4 3880    
       5 3840    
       6 3800
       7 3760    
       8 3720  Vox grows to size 2 (2,1,1,1,1,1) 
       9 3680
      10 3640  We grow to size 2, so does Sara(or AC) (2,2,1,1,1,1)
      11 3600  Banana & Horde grows to size 2 (2,2,2,2,1,1) 
      12 3560
      13 3520   
      14 3480   
      15 3440
      16 3400  We grow to size 3
      17 3360  Vox grows to size 3 (3,2,2,2,1,1) 
      18 3320   
      19 3280  Horde grows to size 3 (3,3,2,2,1,1) 
      20 3240   
      21 3200
      22 3160  AC(or Sara) size 2. (3,3,2,2,2,1)
      23 3120  Merc size 2 (3,3,2,2,2,2)
      24 3080   
      25 3040  
      26 3000  AC size 3. (3,3,3,2,2,2)
      27 2960  Vox size 4, Sara size 3. (4,3,3,3,2,2)
      The numbers in the paranthesis are the size of our opponents cities ordered from largest to smallest.
      Now we're going to turn our attension to the Soldiers stats for a bit. Following is a list of shift in soldiers, calculated the same way I calculated the change in population. (Multiplying the shift in average population with the number of opponents (6)).
      (format is: [turn#] +[shift ins oldiers])
      t5 +2000, t7 +2000, t8 +2000, t10 +12000, t11 +2000, t13 +8000, t14 +1000, t18 +2000, t19 +2000, t20 +6000, t21 +2000, t22 +4000, t23 -2000, t25 +6000, t27 +3000
      From the link vmxa1 so kindly provided i found out that: "For every two population points from all your cities you get 1000 soldiers." So on turns 8,10,11,22 & 23 there will be a shift in a 1000 soldiers due to city growth. (Note: on turn 11, it will be 2000) And likewise will there be a change of 1000 soldiers from pop on turn 27 when Vox grow to size 4. Being done with the soldiers from population growth let us try to explain the rest of the changes.

      Code:
      T# Year   Shift in soldiers
       5 3840   +2000  
       7 3760   +2000
       8 3720   +2000 (1000 from pop)
      10 3640   +12000 (1000 from pop)
      11 3600   +2000 (2000 from pop)
      13 3520   +8000
      14 3480   +1000
      18 3320   +2000
      19 3280   +2000
      20 3240   +6000
      21 3200   +2000
      22 3160   +4000 (1000 from pop)
      23 3120   -2000 (+1000 from pop, so a total negative of 3000)
      25 3040   +6000
      The starting leaders with traits & techs:
      Merc: Frederick (Cre/Phi. Hunting/Mining)
      Vox: Catherine (Cre/Fin. Hunting/Mining)
      Nana: Louis (Cre/Ind. Agriculture/Wheel)
      GaSt: Mansa Musa (Spi/Fin. Wheel/Mining)
      BlOH: Kublai (Agg/Cre. Hunting/Wheel)
      ACen: Qin (Fin/Ind. Agriculture/Mining)
      Sara: Elizabeth (Fin/Phi. Fishing/Mining)

      Code:
      Merc: 4000 soldiers         (Hunting 2000, Mining 2000, Scout 0)
      Vox:  4000 soldiers         (Hunting 2000, Mining 2000, Scout 0)
      Nana: 5000 soldiers         (Agriculture 0, The Wheel 4000, Warrior 1000)
      GaSt: 7000 soldiers         (The Wheel 4000, Mining 2000, Warrior 1000)
      Horde:6000 soldiers         (Hunting 2000, The Wheel 4000, Scout 0)
      AC:   3000 soldiers         (Agriculture 0, Mining 2000, Warrior 1000)
      Sara: 3000 soldiers         (Fishing 0, Mining 2000, Warrior 1000)
      Code:
                 Tech         Value in soldiers  Beakercost 3960BC
       Tier 1  Fishing            0                  57
       Tier 1  The Wheel          4000               85
       Tier 1  Agriculture        0                  85
       Tier 1  Hunting            2000               57
       Tier 1  Mysticism          0                  71
       Tier 1  Mining             2000               71
       Tier 2  Sailing            2000               143
       Tier 2  Pottery            0                  114
       Tier 2  Animal Husbandry   2000               143
       Tier 2  Archery            6000               85
       Tier 2  Meditation         0                  114
       Tier 2  Polytheism         0                  143
       Tier 2  Masonry            0                  114
       Tier 3  Piresthood         0                  ?
       Tier 3  Monotheism         0                  ?
       Tier 3  Bronzeworking      8000               171
       Tier 4  Ironworking        10000              286
      (It's worth noting you always get 1 extra beaker per turn, outside the normal numbers)
      On turn 5 there was a change is 2000 soldiers and AC gained 6 score. Obviously they got a 2k soldier tech from a hut. Starting with Agriculture & Mining, the possibilities are: Animal Husbandry or Hunting.
      On turn 15 someone founded Budhism, As Sara were the only team to increase in score that turn we know it was them. That means they must have discovered mysticism before that. Turn 8 (3720BC) is a likely candidate due to research times. We can actually confirm it was then as they must've grown on turn 10 (so AC did not). We can see this from the religion screen on turn 15, their religion has 16% spread which proves it must have been founded in a size two city. I ran a simulation with the same city sizes but let the religion be founded in a size 1 city instead, the spread were only 8%.
      This indicates something funny, population in a city is like mentioned above quite exponential, from 1000 size 1 to 5000 at size 2 and so on. Calculating the population on turn 15, 5 civilisations with a size 2 city and 2 civilisations with a size 1 city, we get a total worldpopulation of 27000. 5000 out of that is 18,5% not 16%. However if we add the population points 2+2+2+2+2+1+1 we get 12, 1/12 is close to 8% so doubling that we get 16%. I just find it funny it's calculated in another way than population.
      Other than that, we ofcourse know that Vox founded Hinduism on turn 17 3360BC. Knowing that they grew on turn 8, we can conclude they researched Mysticism on turn 7(or in theory gained from a hut, unlikely).
      From Blakes analysis on Vox we know Vox built their first warrior on turn 10. We also know they built their second warrior on turn 25 (due to nye's examination of approval ratings). Both confirmed by powergraph.
      This section summed up in the timetable gives the following:

      Code:
      T# Year
       1 4000 
       2 3960
       3 3920 
       4 3880 
       5 3840 AC gain tech. (Animal Husbandry/Hunting)
       6 3800
       7 3760 Vox discover Mysticism.
       8 3720 Sara discover Mysticism.
       9 3680
      10 3640 Vox build warrior.
      11 3600 
      12 3560 
      13 3520    
      14 3480 
      15 3440 Sara discover Meditation, founds Budhism. 
      16 3400  
      17 3360 Vox discover Polytheism, founds Hunduism.
      18 3320  
      19 3280  
      20 3240  
      21 3200  
      22 3160 
      23 3120  
      24 3080   
      25 3040 Vox build warrior
      Let us to this add the still unexplained soldier increases (and decreases) and compare that to changes in minimum and maximum soldiers and score changes.
      On turn seven when Vox discover Mysticism, Banana also increases in score. We know they didnt grow, so they must have discovered a tech. Note that soldiers increased by 2000 this turn, so the tech they discovered were probably a military tech. Possible: Mining, Hunting or Animal Husbandy given their research alternatives.
      An increase to 7000 in max soldiers on the same turn also indicates this is true. (Banana started with The Wheel, Agriculture and a warrior)
      Turn 8 still has a 1000 soldiers left unexplained after we have substracted the growth of Vox. Intrestingly, the increase in max soldiers to 8000 match this. The 1000 soldiers must come from a warrior build and only Banana can have built it due to several reasons: 1) Max soldiers, banana were the only one with 7000 soldiers. 2) Banana, Vox & The Mercs were the only one who could have finished a warrior at this time. (Except if it came from a hut)
      We note that Bananas city is founded on a plains hill or have been working a hammer yielding tile since turn 1. (possibly turn 2, but again unlikely)

      Turn 10 is an intressting turn. A lot seem to happen. We increase to size 2, so does Sara. Both Horde and AC also discovers a tech each. There is also a change in both minimum and maximum soldiers this turn.
      Maximum soldiers went from 8000 to 12000 and minimum from 3000 to 4000. We know that Horde increases to 12000 as max soldiers increase to 13000 on turn 11 when Horde and Banana increase with 1k soldiers each. So Horde gain 6000 soldiers, only possibility is from Archery research(or discovery).
      Now for a brief moment let us turn our attention elsewhere. On turn 22 and 23 respectivetly, AC and Mercs both grew to size 2. The only reason for this is that both must have started with a worker or settler build. With a settler costing 100 and highest excessive food and production being 3 and 2, there is no chance that they could have built a settler in 20 turns and then grown in 2-3 turns. So it must have been workers.
      Note that AC built the worker and grew to size two in a three turn shorter period. (Yes three and not two. They settled one turn later than the Mercs but actually grew two turns earlier. Them being after us in turn order just made us not notice it until the following turn.)
      For AC they would have to build the worker and grow in an intervall of 20 turns. No team at this time had more than 5 food (2 from the city tile) and 2 hammers per turn. This means 3 excessive food plus 2 hammers that could go into a worker build. Completing the worker in 60/(3+2)= 12turns. With another 22/3 = 7 & 1/3rd turns to growth.
      The Mercs are trickier to explain. It would seem logical if they had a three foodsurplus and a non hillsplain start. It would then take them 60/4 = 15turns to build the worker and then another 22/3 = 7 & 1/3rd turns of growth. But it isnt possible as the only one of our opponents that founded on turn one and only had 1 hammer per turn was Vox!
      (By the way, i assume turn 1 stats were equal to the ones of turn 2 as nothing changed inbetween)
      We know that of those that settled the first turn (Mercs, Vox & Banana) had hammers: 2,2,1 devided between them. And food: 5,5,4. Vox had 5 food and the 1 hammer. This means Mercs and Banana had 2 hammers each. About the food, Mercs must have had a 3 food surplus at some point to be able to grow to size 2 in turn 23, and to risk a worker gambit without a defencive warrior! Also it took Banana 11 turns to grow to size 2 and we know they built a warrior. Matching the 4 food per turn.
      Those that settled on the second turn (apart from us) had hammers: 2, 1. And food: 5, 5. So ACen and Sara had 5 food per turn each and above we concluded that ACen had two hammers per turn, leaving Sara with one hammer per turn.
      The third turn Horde was the only one to settle, so we know that they had 5 food and 2 hammers per turn from the start. Another thing to notice this turn is that someone who previously (turn 1, & 2) worked a non commerce yielding tile, now work a tile yielding at least one commerce. This could be either Banana or The Mercs. My bet is on Banana as their borders expanded this turn. Now did they work the tile before or after the border expansion and the autorelocation? If before, which may be a little more logical, they did not get the extra commerce this turn.
      On another sidenote: I have also possibly found a cool thing, as you build/grow/research etc at end of turn this can affect the Demographics if your city grow, making it look like you get hammers/commerce/food for a turn, that you actually dont get.. (due to the tiles being automatically assigned after city growth at the end of turn) An example of this can be seen on turn 8, Vox work a 1-1-1 tile, but when they grow they are assigned their foodplain 3-0-1 aswell making it look like they had an income of 11 commerce 2 hammers and 6 food instead of 10 commerce, 2 hammers and 3 food. (Same applies if someone at war crosses into a square, so demographics are only to be trusted so much)
      So in conclusion:
      Mercs builds a worker, at 3 food and 2 hammers per turn completed on turn 13.
      Banana builds a warrior, at 2 hammers per turn completed on turn 8.
      Vox builds a warrior, at 1 hammer per turn, turn 1-7, then at 2,3,3 hammers per turn for 3 turns. Completing the warrior on turn 10.
      AC builds a worker, at 3 food and 2 hammers per turn, completed on turn 13. (We would see it on turn 14)
      Sara builds ??(warrior?), at 1 hammer per turn, until turn 10 when they grow.
      Horde builds ?? at two hammers per turn. Switch to archer? They dont build or get a warrior from a hut or they would expand over 12k soldier on turn 10. Leaving your capital undefended if you are not going to gamble on an early worker seems very dumb. A possibility is ofcourse that they prebuilt a warrior and then switched to an archer before its completion, knowing they could switch back should someone attempt to attack the city.(It's also the most likely as they researched archery on turn 10) A Barrack is also an viable option for them, being aggressive and picking up archery straight away.

      All this leaves 4000 soldier on turn unexplained for. Two thousand must be from the tech AC discovered(Animal Husbandry/Hunting). It cant be 4000, because if AC had discovered The Wheel they would have 9000 soldiers and we would slip down to rank 3. Two civilizations must have gained warriors from huts this turn. It can be Horde as they would reach 13000 soldiers if that was the case. It cant be Banana as again, they would reach 9000 soldier and that would put us in 3rd place in soldiers. It cant be both Sara and Mercs, as that minimum soldier then would reach 5000 this turn. It cannot be Vox, as that would have shown on the powergraph. AC must have gained one warrior this way and either of Mercs and Sara.
      Cant see any other explanation that is possible. If two warriors were popped on turn 5 all of the above would still be true for those turns and AC couldnt have popped both a tech and a warrior in the same turn. Other explanation: AC is at 1hpt and built a worker for a few turns and then switched to a warrior(while Sara built a warrior at 2hpt, finished at turn 10), due to ACs rapid growth after they grew i would say that this is impossible. Same thing for AC building a warrior from start.
      So the question is, Sara or Mercs? Mercs has a scout and Sara a warrior. That favours Mercs, but does not in any way exclude Sara. Either of them will now be at 5000 soldiers, and the other still at 4000.
      (Summary: Soldiers increase turn 10: Horde research Archery (6000), AC discover Animal Husbandry/Hunting (2000), Sara grows to size2 (1000), Vox build warrior (1000), AC gain warrior (1000), Sara or Merc gain warrior (1000)

      Code:
      Turn 11
      Merc: 4000 soldiers         (Hunting 2000, Mining 2000, Scout 0) (warrior?)
      Vox:  6000 soldiers         (Hunting 2000, Mining 2000, Scout 0) + (Reached size two 1000, warrior 1000)
      Nana: 9000 soldiers         (Agriculture 0, The Wheel 4000, Warrior 1000) + (Animal Husbandy / Hunting / Mining 2000, Warrior 1000, Reached size two 1000)
      GaSt: 8000 soldiers         (The Wheel 4000, Mining 2000, Warrior 1000) + (Reached size two 1000)
      Horde:13000 soldiers        (Hunting 2000, The Wheel 4000, Scout 0) + (Archery 6000, Reached size two 1000)
      AC:   8000 soldiers         (Agriculture 0, Mining 2000, Warrior 1000) + (Animal Husbandy 2000, Hunting 2000, Warrior 1000)
      Sara: 4000 soldiers         (Fishing 0, Mining 2000, Warrior 1000) + (Reached size two 1000) (warrior?)
      Let's continue to track the commerce, production & food demographics
      Thanks to Blake, we got the following information on Vox:

      Code:
           Commerce      Production   Food
      1      10              1          5
      2      10              1          5
      3      10              1          5
      4      10              1          5
      5      10              1          5
      6      10              1          5
      7      10              1          5
      8      10              2          3
      --------------growth----------------
      9      13              3          5
      10     10              3          6
      11     10              2          7
      12     11              1          7
      13     11              1          7
      14     11              1          7
      15     11              1          7
      16     11              1          7
      17     11              1          7
      --------------growth----------------
      18     12              1          9     (Anarchy)
      19     12              1          9
      20     12              1          9
      Proud member of the PNY Brigade
      Also a proud member of the The Glory Of War team on PtW-DG

      A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

      Comment


      • With this list and the conclusions made above we can easily track the food graph to turn 9. (The 6 food on turn 8 is Vox, but as mentioned above it isnt really worked) On turn 9 they are back to 5 food again, but have an income of 13 commerce and 3 hammers for one turn. (The 11 commerce on turn 8 is also Vox, but neither actually worked)
        The Production graph is also explained up to turn 9 by the conclusions above. What we havnt yet done is to take a look at the Gold/GNP Graph.
        Again we know that Vox has an income of 10 commerce per turn (even if it appears as 11 on turn 8) up to turn 9 when Vox has an income of 13 commerce per turn for a turn. As Horde setteled last we can see that they have an income of 10 commerce per turn from the start. We know that Mercs or Banana, probably Mercs as the other value shift with Bananas border expansion, has an income of 10 from the start, and the other has an income of 9 from the start that is later changed on turn 3, possibly to 10, 11 or 12. We can assume that the 12/11 on turns 4 to 9 is actually 11, as it is that on turn 3 and there is no obvious reason for it to change. Neither is there any changed tracked in the food/production graphs.
        We therefore still have the values: 12, 11 & 10 to assign. The palace yields 8 commerce, the city tile yields another 1 commerce. Which means that the tiles worked must generate respectivetly 3, 2 and 1 commerce. Now AC and Sara is both Financial, so if they work any tile that yields 2 commerce that tile yields another commerce. So we can assign them 3 and 1 respectivetly. But we should also note that there are no resource that gives +1food +1commerce unimproved, so one of them must have settled on a commerce yielding resource. Banana there for has a 2 food 1 hammer 2 commerce tile two squares from their capital. (Grassland forest fur/silk?) And no better than a 2 food and 1 hammer tile next to their city. As Sara researched Mysticism one turn faster than Vox (being after us in turn order makes it look like it took the same amount of time) we can assign them the 12 commerce per turn. So AC must be working a 1 commerce per turn tile and has 10 commerce per turn.

        On turn 10, Vox work a 3-0-1 and a 1-2-0 tile. (Food-Hammers-Commerce) Totaling 6 food with the two food from the city tile, 3 hammers and 10 commerce. Now, due to growth, Sara is also assigned an extra 2-1-0 tile that is not worked that turn. The thing is that we can see that Sara totals 7 hammers, and another civilization is still getting only one hammer per turn. So unless Sara got a hammer out of the blue(could have come from a plains forest dear, previously ignored while growing, only the new workerforce is auto assigned on growth if i am correct) while someone else lost one(unexplainable), we must assume that Sara has had 2 hammers per turn since the start. Which means they settled on a plains hill with a commerce bonus resource, with grassland rice/wheat/corn/pig/sheep/cow next to it(or worked a grassland forest dear).
        If that indeed is the case then either of Horde or AC must have had 1 hammers per turn all this time. Things talking for it to be Horde is this: Building a worker and growing on turn 22 would be thought for AC(but not impossible) if they had 1 hammer per turn, Horde doesnt build any warriors(could be explained by slow production). But Horde must have paused any warrior build anyway, because there isnt any increase in max soldiers until turn 19 (increase by 2000, archer anyone?), and if Horde were at 1 hammer per turn AC must have worked a 0 hammer tile for a turn before switching to a hammer yielding tile (which must be a grassland forest dear, unlikely).
        The question is can AC build a worker and grow in time? Settling on turn 2, their worked must be completed on turn 16. (60/(3food+1hammer)=15turns) That leaves them 6 turns to accumalate 22 food with a starting food surplus of 3. 3x6=18 so that is 4 food short, which means they must have gained +2 food per turn at least 2 turns before they grew. Not impossible. A farm takes five turns to complete on normal so we can rule that out. Remaining is either a camp (grassland dear, unlikely) or a pasture (that takes three turns). So we assume its a pasture, but what resorce gives +2 food when improved? Sheeps adds 1 commerce per turn when improved and there were no unexplained change in commerce that turn, so its probably something else(its not impossible they have two resources so cant be ruled out). Also we know they didnt hook up a health resource until turn 22 thanks to nye's close examination of health and happiness.
        Now this had me startled for some time but there is a possible explanation. Somewhat unlikely but far from impossible. Further examinations may support or reject this theory. (the explanation does both work well and bad with the stats however, explaining an increase from 5 to 7 food per turn on turn 19, but is left blank on what happens on turn 22)
        AC must either have two health resources next to their capital which both unimproved gives 1 extra food, one a sheep not next to a river while the other resource must be. The second resource is hooked up 3 turns after the sheep. So grassland river dear, unlikely, or cow/sheep/pig next to the sheep, also somewhat unlikely. If it was a river sheep they should have improved that first as they would have gotten an extra two commerce per turn (one due to being financial), the remaining options are either a cow or a pig. (Neither of this is wrong it all just feels very odd)
        So it's more likely they have a river pig/cow that is NOT initially hooked up with their capital. They'll have to build a road to finish it.

        Production (updated):
        Mercs builds a worker, at 3 food and 2 hammers per turn completed on turn 13.
        Banana builds a warrior, at 2 hammers per turn completed on turn 8.
        Vox builds a warrior, at 1 hammer per turn, turn 1-7, then at 2,3,3 hammers per turn for 3 turns. Completing the warrior on turn 10.
        AC builds a worker, at 3 food and 1 hammers per turn, completed on turn 19.
        Sara builds warrior, at 2 hammer per turn, until turn 10 when they grow.
        Horde builds ?? at two hammers per turn. Then switch to archer?


        Returning to something we left out on earlier: If the Mercs built their worker on turn 13, what did they spend the next 11 doing while they didnt grow? (they had a 3 food surplus and a ready worker) The answer might be found on turn 15 when a civilization start sacreficing food for hammers for 4 turns. If it were the Mercs, who were most likely defenceless at this point and therefore good candidates to panic building a warrior, they were running at +1fpt for four turns, +3fpt on turn 14,thats 7 food surplus. After that they would switch back and run at +3fpt for the remaining 5 turns(and grow on turn 23). 7 + (3*5=15) = 22, Possible!
        Considering that Mercs dont have any warriors (the turn 10 one was Sara a build), built an early worker, was the first to settle another city(NYE observed), UnOrthodox favours chopping (according to Krill(?)/someone in our forum) & their long research time, the turn 13 soldier increase is then likely to have been the Mercs researching Bronze Working.

        Code:
        Turn 13
        Merc: 12000 soldiers        (Hunting 2000, Mining 2000, Scout 0) + (Bronze Working 8000)
        Vox:  6000 soldiers         (Hunting 2000, Mining 2000, Scout 0) + (Reached size two 1000, warrior 1000)
        Nana: 9000 soldiers         (Agriculture 0, The Wheel 4000, Warrior 1000) + (Animal Husbandy / Hunting / Mining 2000, Warrior 1000, Reached size two 1000)
        GaSt: 8000 soldiers         (The Wheel 4000, Mining 2000, Warrior 1000) + (Reached size two 1000)
        Horde:13000 soldiers        (Hunting 2000, The Wheel 4000, Scout 0) + (Archery 6000, Reached size two 1000)
        AC:   8000 soldiers         (Agriculture 0, Mining 2000, Warrior 1000) + (Animal Husbandy 2000, Hunting 2000, Warrior 1000)
        Sara: 5000 soldiers         (Fishing 0, Mining 2000, Warrior 1000) + (Reached size two 1000, warrior 1000)
        I've come further, but some things were doubtfull so i paused until i would find some information that would rove either way. I will try to update some of the recent stats and the Banana stats when I get the time, also cross check all the Vox graphs again before i do further analysis. It's a lot of work and i dont have a lot of time at the moment so any help would be grateful.
        Proud member of the PNY Brigade
        Also a proud member of the The Glory Of War team on PtW-DG

        A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

        Comment


        • stats are taken from http://apolyton.net/forums/showthrea...hreadid=154472
          Proud member of the PNY Brigade
          Also a proud member of the The Glory Of War team on PtW-DG

          A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

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          • NYE, did you have the approval ratings/life expectancy summarised stats in an .xls file or something? If so can you email it to me?
            e n n e t 8 6 @ h o t m a i l . c o m
            Proud member of the PNY Brigade
            Also a proud member of the The Glory Of War team on PtW-DG

            A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

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            • This gives us a bunch of information about AC: Rice, Copper, FPs, etc.

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